public Playmode(gameState s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test, View.View gView) : base(s) { c = test; gamePlayers = gPlayers; gameMap = g; pauseGame = p; input = i; pressShoot = ps; storeTime = st; time = t; gameView = gView; }
public AI_State(String m,KTYD.AI.Enemy e,KTYD.Model.Map mm) { myName = m; myEntity=e; myMap = mm; }
public void updateValues(String s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test) { c = test; gamePlayers = gPlayers; gameMap = g; pauseGame = p; input = i; pressShoot = ps; storeTime = st; time = t; }
/// <summary> /// Load a game map for this view /// </summary> /// <param name="newMap">Map object</param> public void loadMap(KTYD.Model.Map newMap) { gameMap = newMap; //Load barGraphs for (int i = 1; i < gameMap.PlayerEntities.Count() + 1; i++) { BarGraph b1; if (i >= 3) { b1 = new BarGraph(new Vector2(100 * i - 50, 60), 200, 2); } else { b1 = new BarGraph(new Vector2(100 * i - 50, 10), 200, 2); } healthBars.Add(b1); } }